• Title/Summary/Keyword: game application

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A Study of Machinima and Fair Use Doctrine in MMORPGs (MMORPGs에서의 머시니마와 공정이용 원칙에 관한 연구)

  • Suh, Kye-Won
    • Journal of Korea Multimedia Society
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    • v.20 no.6
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    • pp.960-968
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    • 2017
  • Machinima is a new medium of artistic expression that allows creators to produce faster and cheaper 3D animated works than ever before. However, the software owner controls all rights in the game. The principle of fair use allows for limited use of works without permission of the copyright owner for certain purposes. The application of the principle of fair use to any particular machinima will depend on the specific circumstances. In conclusion, in order to maintain the balance between the copyright owner and the user, the reasonable role of the court in Korea seems to be more important in interpreting the fair use clause.

A Nash Bargaining Solution of Electric Power Transactions Embedding Transmission Pricing in the Competitive Electricity Market

  • Kang, Dong-Joo;Kim, Balho H.;Chung, Koo-Hyung;Moon, Young-Hwan
    • KIEE International Transactions on Power Engineering
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    • v.3A no.1
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    • pp.42-46
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    • 2003
  • The economic operation of a utility in a deregulated environment brings about optimization problems different from those in vertically integrated one[1]. While each utility operates its own generation capacity to maximize profit, the market operator (or system operator) manages and allocates all the system resources and facilities to achieve the maximum social welfare. This paper presents a sequential application of non-cooperative and cooperative game theories in analyzing the entire power transaction process.

An Application Model for Game Engine Development Process based on Components (컴포넌트 기반 게임엔진 개발 프로세스의 적용모델)

  • Kim, Jung-Jong;Song, Eui-Cheol;Park, Woon-Jai;Song, Ho-Young
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.11c
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    • pp.2027-2030
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    • 2002
  • 컴퓨터 게임은 소프트웨어 분야의 새로운 고부가가치 영역으로 발전되어가고 있으나 개발공정과 방법론에 있어서는 경험중심의 개발 방법을 고수하고 있다. 따라서 본 논문에서는 기존의 개발방법을 정형화된 형태로 개선하기 위하여 컴포넌트 기반 개발방법의 적용을 위한 게임개발 프로세스의 정형화 모델을 제안하고, 재사용성의 향상에 따른 문제점과 해결방안을 제시하며, 정형화된 모델의 재사용 효율성을 위하여 컴포넌트 적용 방법을 이용한 프로세스를 정형화하는 방안을 제시하고자 한다.

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Design and Implementation of a Mobile Game in Cellular Phones (핸드폰에서 할 수 있는 모바일 게임의 설계 및 구현)

  • Lee, Jae-Chan;Park, Sung-Keun;Choi, Jun-Young;J.Bae, Jae-Hak
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.11c
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    • pp.2313-2316
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    • 2002
  • 무선 인터넷 인구의 증가로 인하여 다양한 무선 인터넷 컨텐츠가 필요하다. 온라인 게임의 장점과 핸드폰의 이동성을 접목하여 핸드폰에서 할 수 있는 모바일 게임을 설계 및 구현하였다. 이 게임은 클라이언트-서버 구조를 가지고 있으며 PC 게임과 모바일이 연동하여 게임을 할 수 있는 방식을 사용하고있다. 누구든지 쉽게 장소에 구애받지 않고 게임을 할 수 있고 혼자서도 게임이 가능하다. 이 게임에 사용한 클라이언트-서버 통신 모듈은 게임뿐만 아니라 핸드폰에서 실행 가능한 다양한 Application개발에 활용될 수 있다.

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An Analytical Effects of Maximum Quantity Constraint on the Nash Solution in the Uniform Price Auction (발전기 최대용량 제약이 현물시장의 내쉬균형에 미치는 영향에 대한 해석적 분석)

  • 김진호;박종배;박종근
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.52 no.6
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    • pp.340-346
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    • 2003
  • This paper presents a game theory application for an analysis of uniform price auction in a simplified competitive electricity market and analyzes the properties of Nash equilibrium for various conditions. We have assumed that each generation firm submits his bid to a market in the form of a sealed bid and the market is operated as a uniform price auction. Two firms are supposed to be the players of the market, and we consider the maximum generation quantity constraint of one firm only. The system demand is assumed to have a linear relationship with market clearing prices and the bidding curve of each firm, representing the price at which he has a willingness to sell his generation quantity, is also assumed to have a linear function. In this paper, we analyze the effects of maximum generation quantity constraints on the Nash equilibrium of the uniform price auction. A simple numerical example with two generation firms is demonstrated to show the basic idea of the proposed methodology.

A Personal Videocasting System with Intelligent TV Browsing for a Practical Video Application Environment

  • Kim, Sang-Kyun;Jeong, Jin-Guk;Kim, Hyoung-Gook;Chung, Min-Gyo
    • ETRI Journal
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    • v.31 no.1
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    • pp.10-20
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    • 2009
  • In this paper, a video broadcasting system between a home-server-type device and a mobile device is proposed. The home-server-type device can automatically extract semantic information from video contents, such as news, a soccer match, and a baseball game. The indexing results are utilized to convert the original video contents to a digested or arranged format. From the mobile device, a user can make recording requests to the home-server-type devices and can then watch and navigate recorded video contents in a digested form. The novelty of this study is the actual implementation of the proposed system by combining the actual IT environment that is available with indexing algorithms. The implementation of the system is demonstrated along with experimental results of the automatic video indexing algorithms. The overall performance of the developed system is compared with existing state-of-the-art personal video recording products.

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Development of a Simple Excel-Based Performance Rating Training Tool for Motion and Time Study (작업관리를 위한 엑셀 기반의 간이 수행도 평가 훈련 툴 개발)

  • Choi, Seong-Hoon
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.35 no.2
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    • pp.16-20
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    • 2012
  • The purpose of this thesis is to develop a performance rating training tool for the time and motion study. It is widely recognized that rating training tools based on films were made several decades ago and introduced to Korea. However, to the best of our knowledge, those films are not used for rating training in Korea any more. Furthermore, although rating is still important method for the efficient operational management study, it is briefly mentioned without any training or exercise. In this paper, we propose a simple rating training tool based on Excel with VBA. The mottoes of our development are the ease of acquisition and trainees' motivation. Test results show that trainees can obtain the concept of rating and the ability of accurate and consistent rating as they play a computer game sitting in front of the personal computer.

Profile-based Service Continuity Framework for N-Screen Service

  • Chung, Young-Sik;Paik, Eui-Hyun;Rhee, Woo-Seop
    • International Journal of Contents
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    • v.8 no.1
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    • pp.47-54
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    • 2012
  • The dynamic adaptation between various service environments using the application profiles for the service continuity is a key issue of the profile-based service continuity framework (PSCF) for N-screen service using next generation networks. PSCF offers an optimized service framework for providing continuous user services, which are multimedia video streaming, educational broadcasting, game, etc., using the various devices that are not restricted by the service environment of the user. This paper specifies the functional model of PSCF, service scenario and explains the experimental results of the service continuity for N-screen service using PSCF.

Rapid System Design/Validation Method through Scenario Based Role Playing Game -for Package Based System Implementation- (시나리오 역학 게임을 통한 신속 시스템 설계/검증방법 -패키지 응용시스템을 대상으로-)

  • 예동경;이용재;강두호;최열현
    • CDE review
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    • v.4 no.2
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    • pp.30-35
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    • 1998
  • Recently, many enterprises wish to preoccupy competitive positions in the market by motivating themselves towards CALS(Commerce At Light Speed) and try hard to achieve system implementation with the use of new concept-based backbone systems such as ERP(Enterprise Resource Planning) or PDM(Product Data Management). However, unfortunately there is an inevitable discrepancy during implementation period between package vendors and customers due to lack of clear methodology and misunderstanding about system. In some cases, consensus on partially verified system design invokes customers'continuous change demands and often it tends to result in unnecessary project delays. PDM application system implementation project of the company L has been studied here to solve these sorts of problems. The major yields of this work are achievement of a willing approval from customers and rapid system design under a time-limited and conceptually defined project scope and finally, through fully verified system design, we were able to reach successful system implementation.

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Key-Frame Based Real-Time Fluid Simulations (키-프레임 기반 실시간 유체 시뮬레이션)

  • Ryu, Ji-Hyun;Park, Sang-Hun
    • Journal of Korea Multimedia Society
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    • v.9 no.11
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    • pp.1515-1528
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    • 2006
  • Systems for physically based fluid animation have developed rapidly in the visual special effects industry and can make very high quality images. However, in the real-time application fields such as computer game, the simulation speed is more critical issue than image quality. This paper presents a real-time method for animating fluid using programmable graphics pipeline. We show that once two key-frames are given, the technique can interactively generate a sequence of images changing from the source key-frame to the target.

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